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https://github.com/nillerusr/source-engine.git
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81 lines
2.2 KiB
C++
81 lines
2.2 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=====================================================================================//
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#include "cbase.h"
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#include "weapon_sdkbase.h"
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#if defined( CLIENT_DLL )
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#define CWeaponPistol C_WeaponPistol
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#include "c_sdk_player.h"
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#else
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#include "sdk_player.h"
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#endif
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class CWeaponPistol : public CWeaponSDKBase
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{
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public:
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DECLARE_CLASS( CWeaponPistol, CWeaponSDKBase );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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DECLARE_ACTTABLE();
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CWeaponPistol();
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virtual SDKWeaponID GetWeaponID( void ) const { return SDK_WEAPON_PISTOL; }
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virtual int GetFireMode() const { return FM_SEMIAUTOMATIC; }
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private:
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CWeaponPistol( const CWeaponPistol & );
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};
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponPistol, DT_WeaponPistol )
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BEGIN_NETWORK_TABLE( CWeaponPistol, DT_WeaponPistol )
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CWeaponPistol )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( weapon_pistol, CWeaponPistol );
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PRECACHE_WEAPON_REGISTER( weapon_pistol );
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CWeaponPistol::CWeaponPistol()
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{
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}
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//Tony; todo; add ACT_MP_PRONE* activities, so we have them.
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acttable_t CWeaponPistol::m_acttable[] =
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{
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{ ACT_MP_STAND_IDLE, ACT_DOD_STAND_IDLE_PISTOL, false },
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{ ACT_MP_CROUCH_IDLE, ACT_DOD_CROUCH_IDLE_PISTOL, false },
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{ ACT_MP_PRONE_IDLE, ACT_DOD_PRONE_AIM_PISTOL, false },
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{ ACT_MP_RUN, ACT_DOD_RUN_AIM_PISTOL, false },
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{ ACT_MP_WALK, ACT_DOD_WALK_AIM_PISTOL, false },
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{ ACT_MP_CROUCHWALK, ACT_DOD_CROUCHWALK_AIM_PISTOL, false },
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{ ACT_MP_PRONE_CRAWL, ACT_DOD_PRONEWALK_IDLE_PISTOL, false },
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{ ACT_SPRINT, ACT_DOD_SPRINT_IDLE_PISTOL, false },
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{ ACT_MP_ATTACK_STAND_PRIMARYFIRE, ACT_DOD_PRIMARYATTACK_PISTOL, false },
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{ ACT_MP_ATTACK_CROUCH_PRIMARYFIRE, ACT_DOD_PRIMARYATTACK_PISTOL, false },
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{ ACT_MP_ATTACK_PRONE_PRIMARYFIRE, ACT_DOD_PRIMARYATTACK_PRONE_PISTOL, false },
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{ ACT_MP_RELOAD_STAND, ACT_DOD_RELOAD_PISTOL, false },
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{ ACT_MP_RELOAD_CROUCH, ACT_DOD_RELOAD_CROUCH_PISTOL, false },
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{ ACT_MP_RELOAD_PRONE, ACT_DOD_RELOAD_PRONE_PISTOL, false },
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};
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IMPLEMENT_ACTTABLE( CWeaponPistol );
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